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Kain067

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About Kain067

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  1. Kain067

    PLEASE, No more floating weaponry......

    Yes, I mentioned the rock in an earlier post (some on the ground too). It is a cave in in a ruined space station underground. If that is Doom 3 outside lighting, then it sucks. If it is inside, then it is good. It is inside. Well I sure as hell hope it is.
  2. Kain067

    PLEASE, No more floating weaponry......

    Well you're right, I was wrong. After seeing the ATi testimonial video it shows about an extra half second of the object spinning and yep, it's a radar dish with a large receiver, but it still has some weird type of handles on the back. And why it is inside (that is most definitely NOT lightning) I have no idea.
  3. Kain067

    PLEASE, No more floating weaponry......

    Yeah, lightning that is not bright (the bright part is from the scene change, check that all the scene changes come with a bright flash at the beginning of the movie) and constantly flickers. That is a fused lightbulb, a highly common occurrence in Doom 3, as evidenced in the alpha.
  4. Kain067

    PLEASE, No more floating weaponry......

    Ah, I see what you mean now, a radar DISH. Like a satellite dish (a note for you in the future, a radar is a screen display). I guess it is partially debatable that the same object I am talking about could be a satellite dish, but what would a satellite dish be doing on a catwalk indoors? It looks just like the "i smell fear" scene from Alpha map2, and there are no radars inside anywhere in the alpha. Read my previous post, it is a gun. PPS - why the hell would you call someone a fool? This is a logical debate here. Some help you are. And I could post a link to that screenshot. It is not of the alpha obviously, but of an officially released movie file.
  5. Kain067

    PLEASE, No more floating weaponry......

    A radar?!? You mean like a screen on the wall? It is behind the railing of the walkway, yet moves at a different speed than the wall behind it when the camera pans, so it is behind the railing but in front of the wall. That means it is an object. It spins at a constant speed. It is not one line that is spinning, as a radar screen would be. It is a gun, plain and obvious. I cannot see it as anything else, though I have tried roughly 10 times since you mentioned it. When it starts the barrel is facing the left and is mostly obscured offscreen. As the screen pans up you see more of the gun, and by the time the scene ends it has rotated 180 degrees and the barrel is facing the right, with the handle and a separate grip on the left side. I am not talking about the broken glass screen behind the enemy and on the same floor as him, I am talking about on the walkway above him and behind, the walkway that ends in a fallen rock on the far left of the screen. Now that I've watched it more than twenty or so times, I think I know what you are referring to. You are looking at some little tiny animation on the broken glass I mentioned, near the middle of the screen on the right. That is NOT it. Almost middle of screen, at the very top of the screen, above and behind the guy, on the catwalk. Look for yourself. This is the Doom Legacy movie, remember, at 0:16 (16 seconds) after it says CHAOS. I am absolutly positive that is a gun - you are looking in the wrong place. PS - you can see the flickering light flash on the grooved handle of the gun. Without question it is a floating, rotating, 3D object that has a shiny, ribbed handle. It is a gun. Anyone know how I can take screenshots from a .MOV movie? I just need to show you where to look as you are looking in the wrong place.
  6. Kain067

    PLEASE, No more floating weaponry......

    No way, that's a gun. I'm talking about the last 1-2 second clip before the Doom III logo falls down, and right after the big word "Chaos" appears. I'm also talking about up on the crosswalk above and behind the guy. Watch it for the full two or three seconds. In the last second you will see it finishing its rotation and you can easily see the handle, barrel, and all that. Spinning just like a floating weapon in Quake.
  7. Kain067

    PLEASE, No more floating weaponry......

    Guys, according to the Doom III Legacy movie footage, there ARE floating weapons as of now in Doom III. This may be changed, but as of now, there are 3D, floating, spinning weapons waiting to be picked up. Starting at 0:16 in the Doom III Legacy movie, you will see one of the tentacle "I smell fear" guys standing there. Look above him and to the right in the background. There is a floating spinning 3D weapon. It looks like the grenade launcher from Quake II, albeit much more detailed. Now this could be placeholder art, but why would they take the time to rotate it and to up the graphics on it?
  8. Kain067

    Alpha sound performance and bugs?

    While the graphics run well on my good computer, the sound is awful. And by awful I mean totally messed up. Most sounds don't play (my entire intro is silent except for one or two parts). The loud sounds play quietly and vice~versa. Sounds skip and chirp and cut in and out. Anyone else having these problems? Are there any game tweaks that affect sound? I have seen many for graphics but none for sound performance. Thanks.
  9. Kain067

    Dying and Respawning (very minor alpha spoilers)

    That's true. If you restrain yourself and only save every 'area' or so, it is better. But still, there is reptition involved. If you die, you have to repeat all the stuff you did in that one area. With my idea, there is no repetition, unless you lose all your lives. In which case you get "punished" more. I cannot as of yet think of a better idea than my proposal. Help me do so!
  10. Kain067

    Alpha Keypad #?

    I actually thought to try that one, but I don't think it worked. I guess I could try it again when I get back from work. I saw the keypad number somewhere, in some of the docs about the alpha that have since been most all removed, and I thought it had a 9 and a 3 in it.
  11. Kain067

    Alpha Keypad #?

    What is the combination for the keypad in map 2? I have a key assigned to noclip that I currently use, but it would be nice to know. Thanks.
  12. Kain067

    Dying and Respawning (very minor alpha spoilers)

    Autosave is fine, it has "worked" for years, but it has some serious fundamental flaws that can almost erase any suspense from the gameplay. Who cares if you ever get killed? Just hit F9 and there you are again. There is no challenge, and indeed no point to the gameplay at all with this. It is all just exploring the maps, no real fighting or anything. You have no way of ever 'losing' the game, only of winning, if you put in enough time. You may as well play through on God Mode -- it would save some tedious F9 pushing and slight repetition (the three secs between when you saved and when you got killed). Also, some people might miss some pretty cool death stuff that Doom 3 looks like it will include. For example, that HellKnight that kills you at the end of the demo. Say you can autosave whenever you want, and as soon as you see you are stuck against an unopen door and the big monster is closing in on you, you, of course, quickload. Then you find a way to sneak behind it and shoot it until it's dead (this is possible, try it). There went all the awesome suspense, the great visuals, and just the overal fun gameplay from that scene. Repeat this a bunch of times, and the game is ruined. Basically what I'm saying is that autosave will strip away all gameplay and suspense, thus making Doom 3 nothing more than a tech demo.
  13. In the alpha test, when you die you are automatically respawned at the "single player starting point" of the map, almost as if you were in a game of deathmatch. That is, nothing in the map resets and monsters do not respawn or even change positions, you just reappear at a different place. My educated guess is that this is not how it will be in the final game. But I got to thinking, maybe it should be? Here is my idea -- when you die in Doom 3, you should be respawned, just as you would be in a game of deathmatch, in a safe spot nearby. You will have a limited amount of spawns, though. In essence, re-introduce the concept of lives, but make them worth something. If you do this and simultaneously get rid of mid-level quicksaving, the perfect balance would be found. No more saving, peeking around a corner, getting killed, and loading. But at the same time player death would play a huge role in the game. As the alpha shows, death seems to be a lot more frequent (and graphic) in Doom III than most other FPS games. It is part of the atmosphere, part of the fear. It would be cool to have 3 or so graphic "deaths" that you could "spend" throughout the course of a map. Come around a corner, get freaked (as is the goal of Doom III), get your intestines splattered everywhare in a cool "cut scene", and then come back for more. You can't run around blindly though, because you have limited lives. There really is no other alternative that makes for good gameplay. If you have only one life but a quicksave feature, you just save every step or two and reload when you take even one bullet (this is the state of most FPSs). If there is no quicksave but unlimited lives, it becomes very tedious restarting the level every time you die, which appears to be very frequent in Doom III. The original Dooms handled it the first way, and it sucked, frankly. Games like Turok have specific save points and it works a little better. Games like Serious Sam have quicksave, but there are intense action points where it is not wise to save, so in essence have the same deal as Turok. I think this new idea, kind of glimpsed in the unfinished Alpha test, is the best for this type of game. What do you think?
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